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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-14-14 03:42 PM
Created:08-28-12 08:53 PM
Downloads:4,581
Favorites:26
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Categories:Graphic UI Mods, Suites
6.0.2
oUF Hank Fan Update for 6.0  Updated this week!
Version: 6.0
by: gwyd [More]
This is an update of Hank's oUF_Hank addon for WoW 6.0.

Dependancies: oUF by haste.

Optional Dependancies:
oUF_WarlockSpecBars - by tukz
oUF_TotemBar (included) - updated by ckaotik

Note: Development code can be found on github

All credit goes to Hank. I am only updating it to work with WoW 6.0.
== 5.2.0
.toc bump
Fixed tag display for untaggable mobs -ckaotik
Updated moonkin eclipse cast counter formulas -ckaotik

== 5.1.0 ==
.toc bump
vehicle health fix
updated dispel types

== 5.0.5 ==
Fixed .toc file after breaking it.

== 5.0.5 ==
Added Warlock and Shaman power bars courtesy of ckaotik.
Updated config to parse focus frame correctly.

== 5.0.4c ==
Added back config functionality
Optional Files (1)
File Name
Version
Size
Author
Date
Type
0.1
352kB
09-27-12 10:26 AM
Patch


Archived Files (6)
File Name
Version
Size
Author
Date
5.2.0
285kB
gwyd
03-28-13 04:12 PM
5.1.0
284kB
gwyd
12-17-12 05:42 PM
5.0.5b
289kB
gwyd
10-07-12 04:08 PM
5.0.5
287kB
gwyd
08-31-12 12:38 PM
5.0.4c
294kB
gwyd
08-29-12 05:12 PM
5.0.4
294kB
gwyd
08-28-12 08:53 PM


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Unread 09-22-12, 03:50 AM  
prawnz
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Re: Re: Re: Re: Holy Power icons doesn't gray out

Originally Posted by gwyd
Originally Posted by prawnz
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
Try updating oUF and oUF_hank from github. It's not a great answer I realize, but I there isn't a stable version of oUF at the moment so I am just trying to keep up. I think you pulled a version of oUF after haste made a bunch of changes but before I updated oUF_hank to handle them (yesterday).
Ah ok.. somehow ouF_hank doesn't load when i got the downloaded from Master in GitHub.. Anyway keep up the good work. Thanks for the help

Update : Fixed now.. have to do a compare on the code. DK runes seems to be fixed and afflication warlock as well
Last edited by prawnz : 09-25-12 at 09:47 AM.
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Unread 09-12-12, 06:01 PM  
gwyd
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Re: Removing Holy Power Bar?

Originally Posted by firatwithin
I love that you keep updating this but I have a question.I have been using another add-on to keep track of my Holy Power and having 2 bars in such little space feels irritating.I am not a LUA expert, and I wonder if there's a way to remove Holy Power entirely from the healthbar?

By the way, it has been working perfectly since I upgraded ouf from Haste's github.
lua Code:
  1. oUF_Hank_hooks.HideFrames = {
  2.     sharedStyle = function(self, unit)
  3.         if unit == "player" and select(2, UnitClass("player")) == "PALADIN" then
  4.             for i = 1, 5 do
  5.                 self.ClassIcons[i]:Hide()
  6.                 self.ClassIcons[i].bg:Hide()
  7.             end
  8.             self.ClassIcons = nil
  9.         end
  10.     end,
  11. }

Put this in your custom_modifications.lua file

This is far from elegant and there are probably better ways. That being said, it will work. There is no way to delete frames once created in WoW (that I know of), but this will hide the background and foreground and then delete the reference to the object so that oUF doesn't try to do anything with it.
Last edited by gwyd : 09-12-12 at 06:02 PM.
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Unread 09-12-12, 11:03 AM  
firatwithin
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Removing Holy Power Bar?

I love that you keep updating this but I have a question.I have been using another add-on to keep track of my Holy Power and having 2 bars in such little space feels irritating.I am not a LUA expert, and I wonder if there's a way to remove Holy Power entirely from the healthbar?

By the way, it has been working perfectly since I upgraded ouf from Haste's github.
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Unread 09-09-12, 06:51 AM  
gwyd
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Re: Re: Re: Holy Power icons doesn't gray out

Originally Posted by prawnz
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
Try updating oUF and oUF_hank from github. It's not a great answer I realize, but I there isn't a stable version of oUF at the moment so I am just trying to keep up. I think you pulled a version of oUF after haste made a bunch of changes but before I updated oUF_hank to handle them (yesterday).
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Unread 09-09-12, 02:00 AM  
prawnz
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Re: Re: Holy Power icons doesn't gray out

Originally Posted by gwyd
Originally Posted by prawnz
Is it me or is the holy power icon doesn't gray out if you don't have any. I kept seeing its always max when I am not in combat.
How much holy power do you have? Does it show all icons filled or just one? How long after combat (enough time to go away or right after)?
5 holy power, icons are filled filled when there is 0 holy power before even combat begins. Also they don't turn grey at all..
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Unread 09-08-12, 08:47 PM  
gwyd
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I've been trying to keep up to date with haste's oUF github repository so when he is ready for release, oUF_hank will be too. I'm not going to push an update to wowinterface until oUF stabilizes. If you want to pull dev versions you are more than welcome to from github
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Unread 09-06-12, 01:43 AM  
Irongunner
A Deviate Faerie Dragon

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Re: Re: Problem with castbar icon on fade animation

Originally Posted by gwyd
I don't think I've seen this error (but I'm not sure I fully understand it). I haven't had a chance to try out your code yet. Is it specific casts/textures or specific scenarios in which this happens?
This is what happens randomly (no specific cast / scenario, but occurs quite often):

- You start a cast: oUF_Hank shows a castbar with the spell icon on the left side
- When the cast ends you can see a colored box (cast success/failure) at the spot where the castbar was
- This colored element plays a fade-out animation and is called the "animation dummy" in oUF_Hank
- It is initialized when the castbar is being created
- In order to show the same spell icon on this animation dummy as could be seen during the cast, the dummy has to be updated accordingly
- This happens inside the PostCastStart and PostChannelStart functions in the line:
Lua Code:
  1. castbar.Dummy.Icon:SetTexture(castbar.Icon:GetTexture())
- Unfortunately the :GetTexture() call sometimes returns nil. In these cases the dummy / fade out animation does not show a spell icon or the spell icon of a previous cast

Interestingly the problem does not exist if I do the same stuff inside the castbar.OnUpdate function, which is supported by oUF too. Unfortunately if this function is registered, the castbar does not update automatically (you have to handle the updating on your own). That's why my solution for the moment looks like this:

Lua Code:
  1. -- PostCastStart / PostChannelStart:
  2. -- replace: castbar.Dummy.Icon:SetTexture(castbar.Icon:GetTexture())
  3. -- by: castbar.Dummy.IconTexture = nil
  4.  
  5. -- PostCastSucceeded / PostCastStop / PostChannelStop:
  6. -- add castbar.Dummy.Icon:SetTexture(castbar.Dummy.IconTexture)
  7.    
  8. local coreCastbarUpdate = function(castbar, elapsed)
  9.     -- insert code from oUF core castbar.lua onUpdate(..) here
  10. end
  11.  
  12. oUF_Iron.OnUpdate = function(castbar, elapsed)
  13.     if castbar.Dummy.IconTexture == nil then
  14.         local texture = castbar.Icon:GetTexture()
  15.         if texture ~= nil then
  16.             castbar.Dummy.IconTexture = texture
  17.         end
  18.     end
  19.     coreCastbarUpdate(castbar, elapsed)
  20. end
  21.  
  22. -- Register cb.OnUpdate = oUF_Iron.OnUpdate at castbar creation
Last edited by Irongunner : 09-06-12 at 03:01 AM.
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Unread 09-05-12, 12:47 PM  
gwyd
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Re: Problem with castbar icon on fade animation

Originally Posted by Irongunner
I am using parts of the old oUF_Hank in my UI, for example the castbar. I am experiencing the following problem: http://www.wowinterface.com/forums/s...ad.php?t=44124

Do you see this problem with your updated version too?
I don't think I've seen this error (but I'm not sure I fully understand it). I haven't had a chance to try out your code yet. Is it specific casts/textures or specific scenarios in which this happens?
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Unread 09-05-12, 12:44 PM  
gwyd
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Re: Holy Power icons doesn't gray out

Originally Posted by prawnz
Is it me or is the holy power icon doesn't gray out if you don't have any. I kept seeing its always max when I am not in combat.
How much holy power do you have? Does it show all icons filled or just one? How long after combat (enough time to go away or right after)?
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Unread 09-05-12, 02:47 AM  
prawnz
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Holy Power icons doesn't gray out

Is it me or is the holy power icon doesn't gray out if you don't have any. I kept seeing its always max when I am not in combat.
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Unread 09-04-12, 01:20 PM  
Irongunner
A Deviate Faerie Dragon

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Problem with castbar icon on fade animation

I am using parts of the old oUF_Hank in my UI, for example the castbar. I am experiencing the following problem: http://www.wowinterface.com/forums/s...ad.php?t=44124

Do you see this problem with your updated version too?

If you want to debug it inside the code, you can do the following in PostCastStart:

Lua Code:
  1. local texture = castbar.Icon:GetTexture()
  2. if texture ~= nil then
  3.     castbar.Dummy.Icon:SetTexture(texture)
  4.     ChatFrame1:AddMessage("Set texture " .. texture .. " for dummy icon on cast: " .. name)
  5. else
  6.     ChatFrame1:AddMessage("Could not set texture for dummy icon on cast: " .. name)
  7. end
Last edited by Irongunner : 09-04-12 at 01:23 PM.
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Unread 09-02-12, 02:59 PM  
edgarrin
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I got It

oUF.TagEvents["customlevel"] = "UNIT_LEVEL"
oUF.Tags["customlevel"] = function(unit)

had to be changed to

oUF.Tags.Events["customlevel"] = "UNIT_LEVEL"
oUF.Tags.Methods["customlevel"] = function(unit)

and in tags.lua "UNIT_LEVEL" had to be added to

oUF.Tags.Events["statusName"] = "UNIT_NAME_UPDATE PLAYER_FLAGS_CHANGED UNIT_LEVEL UNIT_FACTION INSTANCE_ENCOUNTER_ENGAGE_UNIT"
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Unread 09-01-12, 01:48 PM  
edgarrin
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Thank you!

First off Thank you SO MUCH for getting this working on 5.0.4!

Secondly this is not my original mod (I give full credit to whomever did) but I have altered it and have been trying without successful to update to function post 5.0.4. The Mod is to show the level + exp value to you for normal mobs and for Bosses, Rares, and Elites it would say that next to the name. If anyone has advice to get this working I would be incredible grateful. If I stab blinded at it and make it work I will post that too.


--------------------------------------------------------------------------
-- Target Hook (Rare/Elite/??)
--------------------------------------------------------------------------

oUF.TagEvents["customlevel"] = "UNIT_LEVEL"
oUF.Tags["customlevel"] = function(unit)
local tL
local c = UnitClassification(unit)
if c == "worldboss" then
tL = "Boss"
elseif c == "rare" then
tL = "Rare"
elseif c == "elite" then
tL = "Elite"
else
local plus = _TAGS['plus'](unit)
local level = _TAGS['level'](unit)
if(plus) then
tL = "Elite"
else
tL = level
end
end

local mylevel, ulevel, lvlcolor = UnitLevel("player"), UnitLevel(unit)
if ulevel < 1 then
lvlcolor = {1, 0, 0}
elseif (ulevel >= (mylevel + 5)) then
lvlcolor = {1, .10, .10}
elseif (ulevel >= (mylevel + 3)) then
lvlcolor = {1, .5, .25}
elseif (ulevel <= (mylevel - 9)) then
lvlcolor = {.7, .7, .7}
elseif (ulevel <= (mylevel - 3)) then
lvlcolor = {0.25, 0.75, 0.25}
elseif (ulevel <= (mylevel - 2)) then
lvlcolor = {1, 1, 0}
elseif (ulevel <= (mylevel + 2)) then
lvlcolor = {1, 1, 0}
else
lvlcolor = {0, 1, 0}
end

return ("|cFF%.2x%.2x%.2x%s|r"):format(lvlcolor[1] * 255, lvlcolor[2] * 255, lvlcolor[3] * 255, tL)
end

oUF_Hank_hooks.TargetName = {
sharedStyle = function(self, unit)
if unit == "target" then
self:Tag(self.name, "[customlevel] [statusName]")
end
end
}
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Unread 08-31-12, 06:31 PM  
Central
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Those of us that have still been using this layout really appreciate the work you've put into getting it going. Thank you!
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Unread 08-31-12, 12:37 PM  
gwyd
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Ok, I've zipped the correct directory this time and hopefully all is well.
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